Hi,
I had a problem in my first released game where I had a character (major or main/player) in a bunch of conversations; each message box had their name and avatar. Then, when I changed their name/avatar, I had to manually find each and every event in my game with that person, and change it by hand.
Aside from time-consuming, this was very error-prone and required way too much testing effort.
Is there a way to keep this information DRY (Don't Repeat Yourself)? Can I store it in some sort of variable/global which I can then use in each message/conversation with that character?
How do other people solve this?
Edit: I ended up using character references (eg. \N[1]) and Yanfly's Message System for avatars (eg. \af[1])
Keeping player name/avatars DRY
● ARCHIVED · READ-ONLY
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Use command in textbox to call name from Actor's ID.
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you should be able to use \N[x] where x is the id of the actor. That will put actor x's name. If you mouse over the text field in the message boxes when you're typing in them, a pop up help window will appear with a bunch of neat little codes like that :)
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That solved it, thanks.you should be able to use \N[x] where x is the id of the actor. That will put actor x's name. If you mouse over the text field in the message boxes when you're typing in them, a pop up help window will appear with a bunch of neat little codes like that :)
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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
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Reopened at OP's request
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For anyone who stumbles upon this later, I ended up using character references (eg. \N[1]) and Yanfly's Message System for avatars (eg. \af[1]). There are also other message system mods that allow referencing avatars through code.